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If micro gets weird I will consider slaving OT and having to steal wheat from it for Ec (which TBH might be for the best anyway...?) 2 pop whip at 6 and then regrow to 5 on the corn alone.
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I just had a look in game. Currently have 25 pop total, and growing like a weed. Some cities have difficulty stacking whip anger. RC for instances grows every turn for the next 4 turns, including a double whipped spear>bowman. Though tbh I'm considering what to do when stuck at the happy cap. Can easily get another double whip out into a settler eot T90 (T92 if growing to size 5), and it needs a long time just to get into position to get transported to an island. Yeah, I like that.
The rest of the micro I'll have to work out tomorrow and post here, but I really want to play ballsy and plant a bunch of cities T95 on the islands.
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Update tomorrow along with screenshots of all cities before new trade routes.
Here is a teaser:
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June 28th, 2014, 13:45
(This post was last modified: June 28th, 2014, 13:49 by Krill.)
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I’m taking over this game for the next few weeks as novice has the joy of going on holiday. This isn’t ideal timing for me, I have the last part of my dissertation due in on Friday but screw it, it’s going to be shit anyway and I only need to pass it to graduate. And I already have a job somewhere that doesn’t care for the degree classification. So onwards with some Civ!
T84 is the final turn before we settle the island city. Settling Cuddlefish is worth 15 commerce per turn to us, so even if the city costs gold, it will be a net commerce boost to us (plus the unit number issue of gaining more pop and losing a unit). As such this is probably the nadir of our GNP before we spam cities again after T94 and we get Maths (whether we get Mids or not we’re spamming those cities). We dropped units off on the north island, and this was the final position:
Moved the work boat first, which showed no barbs and coast beyond the labelled tile. Then dropped off the bowman and saw there was a clam. This doesn’t change my opinion on where to settle Cuddlefish. We need stone for Mids. We can’t fit in another city for sheep with Gods End planted as Moai and to take clam from Ruff. Knotical Mile blocks plants on main continent for the sheep, and we’re not planting on the horse at Tarter Sauce. So dropped the settler off onto the forest.
The plan next turn is to move the bowman onto the forest hill to see if there is anything else, then plant Cf and work boat the fish. Cf will then grow whilst building either a work boat or a granary. I’m not sure which yet, because this galley is going south, which means need another galley and that has to come from WH due to timing (need it out by about 8-10 turns from now). We can double whip the galley at WH and basically get most of a work boat out for the clam, which means Cf would be able to work the fish and stone to get the granary completed with at most 1 chop post Maths. Also, the coast 2E of the work boat is a freshwater lake, so Cf really wants a light house. Cf is actually such a strong city site, it is probably worth ensuring it can get the Rep happy bonus: slave out light house and library and work those scientists with the absurd food surplus.
Our borders pop in a few turns at DS. I don’t think dtay is aware of this, but I will feel a lot safer with 40% culture defence. We will also get the grass hill tile south of Ridley so get a few more tiels vision; I’m wondering what made dtay settle on that hill. Seafood?
OT grows to size 6 in 3 turns. Unhappiness wears off eot T94. At that point it can build a settler in preparation for the next expansion wave. I’m thinking of giving the wheat to Ec at that point, as it will slow down the settler but it will still be possible to double whip it and not delay Maths. The same amount of cottages can be worked...if I can get the worker micro sorted, anyway. That lets Ec grow faster. Worth it IMO. This bowman will land on south island onT92, after being replaced by the warrior from RC.
DS is the final core city to get a granary. It will not quite be able to whip a light house on T87, coming either 1 hammer short of whipping, or 1 food short of growing eot T86 if it works a hill. Shit happens. Whip the light house on T88 and regrow to size 4 then build a settler at 14 food hammers per turn working the lake tile.Another city that needs a library to work scientists with Rep. Note the spear in the queue is aat 2/35 so we can get a spear and then a bowman on subsequent turns if we need to defend (and yes we really are that paranoid).
TtL will start working a bunch of cottages for Ec. Aim is to grow it to size 5 and then build another settler, 2 whip it T91 or later; could potentially grow the city to size 6 as I don’t know when the unhappy wears off, but I want to keep the slave unhappiness on constant cool down, and it would regrow to size 4 in a single turn anyway due to the food numbers.
WH is a weird city. It has gold, but it will not use a light house as well as Cf or DS. it can’t really grow that well so I think it’s probably best to keep the city growing on a 3>5 cycle and stack whip unappiness as high as possible to get the production we need to keep on expanding. We need galleys, this is the best place to build them. Due to lack of forests WH will not get Moai either. Also note grows eot T86 as TtL does and will end up with the food box at 20/30 and at the happy cap. The galley would probably be slaved T88...but there won’t be anything to transport at that point. Probably going to just put a few more turns into the settler at that point TBH.
RC grows every turn until it hits size 4, at the happy cap, and then builds another settler. As you can tell, I like settlers. The spear and bowman are units we need, the bowman will stay in the city and the spear will cover RC and DS. The workers needed to improve this city will come after RC has a couple more improvements down, but I want to stack a bit of whip unhappiness here in another unit. I’m considering a worker, as 9 workers might be a bit tight to develop 16 cities, but I would like a few more real units, at least an axe, and then we can send units over to the islands to barb bust and defend the new settlements. A double whip of an axe does sound good to me.
Grow to 4, build food hammer units. Going to hook up the rice next turn with a spear defending and 3 workers on the tile. Then back away before Whosit can do anything aggressive. Once Maths is in, chop the granary and grow. If I do build worker #1, it will likely be from here and send it to RC as I suspect RC is the city that will be the most neglected (DS has coast, WH isn’t growing, every other city has resources to grow onto and cottages to work).
Disregard micro, acquire Mids eot T97 IIRC. Now I just have to figure out the micro novice used...work copper T86 then work sheep T87 is the most I can remember other than grow until 5 and work hills…?
Can take wheat from OT in 3 turns eot T86, with 15 food in the box, then grows eot T88, eot T90, eot T92, eot T94...which means in 11 turns Ec will be size 6 and we will potentially be about to hook up whales for more happy, or get into Rep to then just grow straight up to size 10. Not the amount of tiles overlap with other cities. FR can grow 3 cottages, TtL grow 4 cottages, OT grows 2 cottages, and FP grows 1 cottage, that leaves Ec to work the remaining 4 cottages and then work the hills to get the mandatory infrastructure in palce ASAP. Although as Ec grows it can stagnate on the plains cottages to get a few more hammers at the happy cap.
We need to get a library here, but will not work specs. Also going to have to steal food resources from OT and FR as required to shoot up to the happy cap as it rises…
borders pop eot T85, hook fish T86, build granary. Grow to 2, work horse, grow to 3, work ivory and then whip granary to maximise food saved in box, grow to 5, whip something else. Those are the next 12 turns or so to get the granary and then a few more to get to 5. Actually might make sense to just sit at happy cap and work the hills...16hpt sounds useful in this area. If the forest was chopped on the plains hill, granary eot T95, size 6 eot T105...hmmm. Need 14 worker turns for that as well.
I need to figure out the worker MM for Mids.
Following are the F9 graphs:
When I look at our island, dtay is leading, more developed than us, but over the next 2 turns we should be at about 120 crop yield, so I don't think he is really that far in the lead, excluding cottage development and tech, but we don't care for the religious line. Whosit has a huge power so is attacking someone shortly, but who that is could be anyone. We are still building units to try and defend against him with.
So we have good crop yield...just need to grow the pop, then everything else will fall into place. So don't get attacked, basically. No one has trade routes yet, so no Alpha.
I won’t do another post like this tomorrow, but as I was taking over it seemed like a good idea...
Addendum. Got contact with ruff. He offered health for health trade that we ignored it. We're going to get research vision on dtay in 5 turns or so, then get demos on Ruff.
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Fuck this, I need to write 1700 words for my final essay, and I basically just spent them on that update? I need a reload..
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Fwiw, I didn't improve the rice at FP in my sims.
I have to run.
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I believe that means I need to go and do some simming.
There are some difficulties with the micro you put out, but improving the rice probably makes it even worse. Need more cottages done at capital, need 1 worker dedicated at KM, need RC whipped into the ground, need stone hooked ASAP...just don't want to build any more workers.
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novice I basically played it the way you signed, but I think need to change it a little bit now. I want to send 2 workers to the plans tile between OT and Ec, and then use those 2 workers to cottage the roaded river grassland at OT before returning to the plains tile. Doing it this way allows Ec to take the wheat. The same number of cottages are going to be completed and it does not affect any of the chops, it just speeds up Ec growth.
The other issue is that I think we need to whip a settler out of RC. I tried it with a worker, but I think it's better to just build a worker at FP. Because of the food output in RC I think we end up not working lakes for a total of 5 lake-turns. ie cost 15 commerce. But that settler will get into position to settle Gods End T95, and Ruff has already hooked the clam for us. We'd have the clam in our culture by T100 IMO. Just need 1 bowman to defend that city. Or we could settle for whales or whatever on south or north island.
Basically we are going to end up getting settlers out of OT, DS, TtL, and RC (for GE) at a minimum around T94-T95 (before that for RC). WH is almost certainly going to whip that galley and overflow out a work boat for the clam at Cf, and that galley can be whipped T90. Overflow doesn't quite finish the work boat though.
I am not going to use the current galley to straight to the south continent. I am going to use it to drop workers on the stone and grass forest on T87, that means the roads on both tiles finish T89 and the quarry T92. It puts the first galley 6 tiles behind the current projection. Personally I think it's OK, and definitely worth it when considering the extra hammers for Mids. The second galley comes out eot T90, which is then available to work the straight as required to move untis around. With the delay on the galley moving south by 3 turns, it would be possible to send the bowman in OT to the GE site with no help on movement. OR more wisely, move that bowman to get into KM on T89, and move it to the tile 88 on T92, load onto galley T93, unload with settler onto GE tile T94.
The third worker at KM can stay at KM and improve the city. The forest chop can land by T95 and the granary will complete with food box at 14/26, so would be full on growth to size 4. I think that would basically mean that this worker could mine every single hill before T105, at which point KM would be size 6, +1fpt and 16hpt. On T96 KM would still be making 6hpt...so it could get a bowman pretty quickly, to cover happiness needs and to send to either island. KM isn't worth whipping with those hammer tiles around IMO.
The biggest difficulty is getting military units out. We can't whip them in RC, it has too much food so that has to be a settler. FP can't whip, no granary. TtL and OT have to work cottages for Ec. DS is in the middle of that whip Granary/light house strategy. I think the best way to get military units is going to be from KM popping out a few cheap bowman whilst growing, and from FR after Mids.
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That sounds fine, Krill. Making some compromises in the interest of better long term development. I also think delaying the galley's arrival in the south by three turns is unproblematic.
I have to run.
June 30th, 2014, 10:33
(This post was last modified: June 30th, 2014, 10:34 by Krill.)
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T85
Settled island city. Economy looked stronger. Nothing special to report. pic dump in spoilers.
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